Noragee Silverfire
HavoK Core RISE of LEGION
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Posted - 2013.05.10 13:16:00 -
[1] - Quote
Considering how Remote Explosives have been continually tweaked it is obvious players are not using them the way CCP intended. I thought about it and realized to my way of thinking that there really needs to be 3 different types of explosives instead of two with two mechanics for using them.
AP Mines: Create a proximity mine that is anti-personnel. Same delay as RE of now till it arms, but no more needing to set it off manually, in fact can't set it off manually. Add an variant that will remove shields but does not armor damage. Also disables the affected suit such that it can not start to recharge for an extended amount of time could be an option, and or a larger radius than standard mines.
AV Mines: Keep as current, except add a bouncing betty type that will be intended to attack dropships. Which of course means you only carry one and could only have a couple active. Add an anti-shield variant like for AP.
Charges: This explosive you have to plant on something and is set of remotely. Does a very small radius of splash, but delivers a highly destructive blow to what you stuck it on. Idea being you can slap it on a tank, CRU, turret, etc and then blow it up without a delay, or a very tiny one seeing as a tank or turret is likely to be still shooting you and you are going suicide if you set it off right away. Current explosives just aren't strong enough to work against installations.
Alternate fire mode: For the Mines an addition of an 'alternate fire mode' to decrease their scan profile. Instead of just dropping the mine you instead place it where you are standing. It would take more time to plant it this way instead of dropping it but the benefit is that its scan profile is drastically reduced and it is not visible on the ground. The draw back is that its blast radius is drastically reduced. Also you can only do this on 'soft' ground. Make where the objective is 'hard' ground and around it so people have to just drop mines on the actual objectives. For activation of a planted mine, if the enemy is creeping forward it will go off before they are in reduced blast radius
For charges the alternate fire drops and arms them immediately. They become an impromptu grenade that still have a very tight radius, like .5m or less. Last resort use.
Skill wise you would need mines to lvl 3-5 to use charges. Also nerfing the current attributes of explosives with addition of skills that compensate to bring them back up I would hope encourages dedicated sappers.
I realize this is probably more of a wish list with the more pressing things going on, but figured I might as well feed the trolls . |